]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hagar.qc
Merge branch 'terencehill/clockedtime_tostring_improvements' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hagar.qc
index 20c588715a5a13d6ebf496964cd8bff7c4b3e682..bfda2124de9119b3c7d87804a25f895a88786510 100644 (file)
@@ -83,7 +83,7 @@ void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 
        W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage), thiswep.m_id);
 
-       Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        missile = new(missile);
        missile.owner = missile.realowner = actor;
@@ -129,7 +129,7 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
 
        W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage), thiswep.m_id | HITTYPE_SECONDARY);
 
-       Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        missile = new(missile);
        missile.owner = missile.realowner = actor;
@@ -185,7 +185,7 @@ void W_Hagar_Attack2_Load_Release(Weapon thiswep, entity actor, .entity weaponen
 
        shots = actor.(weaponentity).hagar_load;
        W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage) * shots, thiswep.m_id | HITTYPE_SECONDARY);
-       Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+       W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
 
        forward = v_forward;
        right = v_right;
@@ -221,7 +221,7 @@ void W_Hagar_Attack2_Load_Release(Weapon thiswep, entity actor, .entity weaponen
                // per-shot spread calculation: the more shots there are, the less spread is applied (based on the bias cvar)
                spread_pershot = ((shots - 1) / (WEP_CVAR_SEC(hagar, load_max) - 1));
                spread_pershot = (1 - (spread_pershot * WEP_CVAR_SEC(hagar, load_spread_bias)));
-               spread_pershot = (WEP_CVAR_SEC(hagar, spread) * spread_pershot * g_weaponspreadfactor);
+               spread_pershot = (WEP_CVAR_SEC(hagar, spread) * spread_pershot * autocvar_g_weaponspreadfactor);
 
                // pattern spread calculation
                s = '0 0 0';
@@ -233,7 +233,7 @@ void W_Hagar_Attack2_Load_Release(Weapon thiswep, entity actor, .entity weaponen
                        s.y = v_forward.x;
                        s.z = v_forward.y;
                }
-               s = s * WEP_CVAR_SEC(hagar, load_spread) * g_weaponspreadfactor;
+               s = s * WEP_CVAR_SEC(hagar, load_spread) * autocvar_g_weaponspreadfactor;
 
                W_SetupProjVelocity_Explicit(missile, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_SEC(hagar, speed), 0, 0, spread_pershot, false);
 
@@ -257,14 +257,14 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
        // loadable hagar secondary attack, must always run each frame
        if(time < game_starttime || time < actor.race_penalty || timeout_status == TIMEOUT_ACTIVE)
                return;
-       if (round_handler_IsActive() && !round_handler_IsRoundStarted())
+       if (weaponUseForbidden(actor))
                return;
 
        bool loaded = actor.(weaponentity).hagar_load >= WEP_CVAR_SEC(hagar, load_max);
 
        // this is different than WR_CHECKAMMO when it comes to reloading
        bool enough_ammo;
-       if(actor.items & IT_UNLIMITED_WEAPON_AMMO)
+       if(actor.items & IT_UNLIMITED_AMMO)
                enough_ammo = true;
        else if(autocvar_g_balance_hagar_reload_ammo)
                enough_ammo = actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
@@ -352,7 +352,7 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
 
                // we aren't checking ammo during an attack, so we must do it here
                if(!(thiswep.wr_checkammo1(thiswep, actor, weaponentity) + thiswep.wr_checkammo2(thiswep, actor, weaponentity)))
-               if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+               if(!(actor.items & IT_UNLIMITED_AMMO))
                {
                        // note: this doesn't force the switch
                        W_SwitchToOtherWeapon(actor, weaponentity);
@@ -370,7 +370,7 @@ void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int
        }
 
        if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity))
-       if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+       if(!(actor.items & IT_UNLIMITED_AMMO))
        {
                W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
                w_ready(thiswep, actor, weaponentity, fire);